Simple Gameplay Messaging System: The Ultimate Unity Event Bus
Eliminate "spaghetti code" and messy dependencies with the Simple Gameplay Messaging System, a global event bus for Unity3D.Gameplay Messaging System: High-Performance Global Event Bus for Unity EngineStreamline your project's architecture with the Simple Gameplay Messaging System, a powerful, lightweight plugin designed to eliminate tight coupling and complex dependency chains. Broadcast and receive messages anywhere in your Unity3D project—without references, casting, or object dependencies.🚀 Why Choose Simple Gameplay Messaging?Managing communication between Scripts, Actors, and Subsystems often leads to "Spaghetti Code" filled with casts and hard references. This system implements a Global Messaging Network, allowing your game logic to remain modular, scalable, and easy to debug.✅ Core FunctionalityGlobal Messaging Network: Send and receive gameplay events from any part of your project without direct references.Performance: Built for speed, ensuring your game logic remains fluid and lightweight.C# Compatible: Seamlessly bridge the gap between programmers and designers with full Script exposure.Decoupled Architecture: Replace events, delegates and messy casts with a clean, event-driven approach.📡 Technical Highlights🧩 Message Registration: Define custom message types and subscribe to them from any class or component.📬 Global Dispatching: Send a signal/publish once; every listener in the project reacts instantly.🔄 Advanced Parameter Support: Pass data payloads—including Structs, Enums, and Objects—seamlessly.🎮 Runtime & Editor Ready: Reliability across Editor and Builds🧰 Versatile Use CasesGlobal Game States: Easily trigger "MatchStarted," "PlayerDied," or "LevelComplete" across all systems.Dynamic UI/HUD: Update your interface instantly when gameplay variables change without polling.Subsystem Synergy: Enable communication between independent Managers (e.g., Audio, Save, or Weather systems).Modular Debugging: Create developer tools that listen to game events without interfering with core code.




